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float control_points[7*7*3]; | |
for (int i = 0; i < n->numpoints; i++) { | |
for (int a = 0; a < 7; a+=1) { | |
float angle = (float)a/7.0f * 2 * PI; | |
control_points[i*7*7+a*3] = n->p[i+1].x*cos(angle); | |
control_points[i*7*7+a*3+1] = n->p[i+1].y; | |
control_points[i*7*7+a*3+2] = n->p[i+1].x*sin(angle)); | |
} | |
} |
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float control_points[7*7*3]; | |
for (int i = 0; i < (n->numpoints); i++) { | |
for (int a = 0; a < 7; a+=1) { | |
float angle = (float)a/7.0f * 2 * PI; | |
control_points[i*7*7+a*3] = n->p[i+1].x*cos(angle); | |
control_points[i*7*7+a*3+1] = n->p[i+1].y; | |
control_points[i*7*7+a*3+2] = n->p[i+1].x*sin(angle); | |
} | |
} |
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R T G M P D F A L H B U I X K O J S Z W N Y Q | |
------------------------------------------------------------------------- | |
R | 2 1 3 5 1 4 1 2 1 1 1 1 1 1 | |
T | 4 1 2 8 2 2 1 2 1 | |
G | 2 4 1 3 1 1 8 2 1 1 | |
M | 1 3 1 1 7 1 1 1 2 | |
P | 4 2 1 2 1 1 1 1 1 1 1 1 1 | |
D | 4 1 3 1 1 3 1 1 1 1 | |
F | 2 2 4 2 1 1 2 1 | |
A | 5 2 2 2 1 |
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# >> ones i ni eo a e idsorsah e totristhria nats idaseahehrndotaorth ids thei rnid nrt es et eotsaota th theoat neti oes e si ids ise th esrnar id a e idsi h t aserreona ehineotrartihth t nrth iherne ah se idr a esah ri a iah r ts e rneihed thrneirnes trnods stoth e restr |
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# >> iser o so ei a e o rinrah e titnorthnoa satr o areahehns itainth o r theo nso snt er et eitraita th theiat seto ier e ro o r ore th ernsan o a e o ro h t arenneisa ehoseitnantohth t snth ohense ah re o n a erah no a oah n tr e nseohe thnseonser tnsi r rtith e nertn |
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Task 2A: | |
X = 12 | |
x = 9 | |
Since: 18^9 % 23 = 12 | |
Task 2B: | |
m = 16 | |
X = 12 | |
k = 5 | |
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void main (void) | |
{ | |
float depth = texture2D(tex_depth, gl_TexCoord[0].st).r * 2.0 - 1.0; | |
vec3 norm = texture2D(tex_norm, gl_TexCoord[0].st).xyz * 2.0 - 1.0; | |
//norm = normalize(norm); // no need? | |
vec4 ambient = texture2D(tex_motion, gl_TexCoord[0].st); // currently holds ambient colors | |
// will be used for velocity in future | |
// Viewport position at this pixel in the range -1 to 1. | |
vec4 projection_pos = vec4(gl_TexCoord[0].st * 2.0 - 1.0, depth, 1.0); |
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void draw_geometry_pass(void) | |
{ | |
glViewport(0,0,window_width,window_hight); | |
camera->updateProjection(); | |
camera->updateModelview(); | |
// Get projection matrix, and create inverse for DF pass 2. | |
glGetFloatv(GL_MODELVIEW_MATRIX, matrix_modelview); | |
glGetFloatv(GL_PROJECTION_MATRIX, matrix_projection); |
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def read_file(filename): | |
v = [] | |
w = [] | |
capacity = 0 | |
f = open(filename) | |
for line in f: | |
if line.startswith("capacity="): | |
capacity = int(line[9:]) | |
else: | |
v_, w_ = (eval(line)) |
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local socket = require("socket") | |
function create_bot(nick, channels) | |
local bot = {nick = nick, -- nickname of bot | |
firstresponse = false, -- got any data? | |
connection_ok = false, | |
channels = channels | |
} | |
function bot:connect(serv, port) |
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